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@modelcontextprotocol/server-terminal

@modelcontextprotocol/server-terminal

Terminal server implementation for Model Context Protocol

MCP Expert Server

MCP Expert Server

Mirror of

MCP2HTTP

MCP2HTTP

MCP2HTTP is a minimal transport adapter that bridges MCP clients using stdio with stateless HTTP servers.

Dockerized Salesforce MCP Server

Dockerized Salesforce MCP Server

Dockerized Salesforce MCP Server for REST API integration

Basilisp nREPL MCP Bridge

Basilisp nREPL MCP Bridge

simple MCP server for nREPL

Zoom MCP Server

Zoom MCP Server

MCP server for Zoom

Gmail MCP Server

Gmail MCP Server

Mirror of

mcp-server-datahub

mcp-server-datahub

Máy chủ MCP chính thức cho DataHub (

Browser JavaScript Evaluator

Browser JavaScript Evaluator

This is a reference design for a MCP server that hosts a web page that connects back to the server via sse and allows Claude to execute javascript on the page.

iOS Simulator MCP Server

iOS Simulator MCP Server

Mirror of

Supergateway

Supergateway

Run MCP stdio servers over SSE and SSE over stdio. AI gateway.

Fiberflow MCP Gateway

Fiberflow MCP Gateway

Run Fiberflow MCP SSE Server over stdio.

MCPClient Python Application

MCPClient Python Application

Okay, I understand. You want a description of how to implement interaction between an MCP (presumably, you mean a Minecraft Protocol server) and an Ollama model. This is a complex task, as it involves bridging two very different systems. Here's a breakdown of the implementation considerations, along with code snippets (in Python, as it's commonly used for both Minecraft server scripting and interacting with Ollama) to illustrate key parts: **1. Understanding the Goal** First, clarify *what* kind of interaction you want. Here are some possibilities: * **In-Game Chatbot:** The Ollama model responds to player chat messages. * **World Generation/Modification:** The Ollama model influences the creation or alteration of the Minecraft world (e.g., suggesting structures, biomes, or quests). * **NPC Dialogue:** Ollama powers the dialogue of Non-Player Characters (NPCs). * **Game Event Triggering:** Ollama analyzes game events and triggers actions (e.g., spawning mobs, changing weather). The specific goal will heavily influence the implementation. Let's assume we're aiming for a **simple in-game chatbot** for this example. **2. Core Components** * **Minecraft Server:** The actual Minecraft server (e.g., Vanilla, Spigot, Paper). * **Minecraft Server Plugin/Mod:** Code that runs *within* the Minecraft server to intercept chat messages and send commands. This is usually written in Java (for Spigot/Paper) or uses a scripting engine like Python (if the server supports it). * **Bridge/Middleware:** A separate program (likely in Python) that acts as the intermediary. It receives chat messages from the Minecraft plugin, sends them to the Ollama model, receives the response, and sends the response back to the Minecraft plugin to display in-game. * **Ollama Server:** The Ollama server running with your chosen model. **3. Implementation Steps** **A. Minecraft Server Plugin/Mod (Java/Python)** * **Intercept Chat Messages:** Use the server's API to listen for player chat messages. For example, in Spigot/Paper (Java): ```java import org.bukkit.event.EventHandler; import org.bukkit.event.Listener; import org.bukkit.event.player.AsyncPlayerChatEvent; import org.bukkit.plugin.java.JavaPlugin; public class ChatPlugin extends JavaPlugin implements Listener { @Override public void onEnable() { getServer().getPluginManager().registerEvents(this, this); } @EventHandler public void onPlayerChat(AsyncPlayerChatEvent event) { String message = event.getMessage(); String playerName = event.getPlayer().getName(); // Send the message to the bridge (e.g., using a socket) sendToBridge(playerName + ": " + message); // Optionally, cancel the original message if you only want the bot's response // event.setCancelled(true); } private void sendToBridge(String message) { // Implement socket communication to send the message to the Python bridge // (See example below) } } ``` If using a Python scripting engine (like IronPython or Jython within the Minecraft server), the code would be similar but in Python. * **Send Messages to the Bridge:** Establish a communication channel (e.g., TCP socket, HTTP request) to send the chat message to the bridge. A simple TCP socket is often a good choice. Here's a basic example of the `sendToBridge` function using sockets (in Java): ```java import java.io.IOException; import java.io.PrintWriter; import java.net.Socket; private void sendToBridge(String message) { try (Socket socket = new Socket("localhost", 12345); // Replace with bridge's address/port PrintWriter out = new PrintWriter(socket.getOutputStream(), true)) { out.println(message); } catch (IOException e) { getLogger().severe("Error sending message to bridge: " + e.getMessage()); } } ``` * **Receive Responses from the Bridge:** Listen for responses from the bridge. Again, use the same communication channel (e.g., the same TCP socket). ```java // In the ChatPlugin class (Java) private void receiveFromBridge() { new Thread(() -> { try (ServerSocket serverSocket = new ServerSocket(12346); // Different port for receiving Socket clientSocket = serverSocket.accept(); BufferedReader in = new BufferedReader(new InputStreamReader(clientSocket.getInputStream()))) { String response; while ((response = in.readLine()) != null) { // Display the response in-game getServer().getScheduler().runTask(this, () -> { getServer().broadcastMessage(response); // Or send to the specific player }); } } catch (IOException e) { getLogger().severe("Error receiving message from bridge: " + e.getMessage()); } }).start(); } @Override public void onEnable() { getServer().getPluginManager().registerEvents(this, this); receiveFromBridge(); // Start listening for responses } ``` * **Display Responses In-Game:** Use the server's API to display the response in the Minecraft chat. The `getServer().broadcastMessage()` method in the example above sends the message to all players. You can use `player.sendMessage()` to send it only to the player who initiated the chat. **B. Bridge/Middleware (Python)** * **Listen for Messages from the Plugin:** Create a TCP socket server (or HTTP server) to listen for incoming messages from the Minecraft plugin. ```python import socket import threading import json import requests OLLAMA_API_URL = "http://localhost:11434/api/generate" # Default Ollama API endpoint MODEL_NAME = "llama2" # Replace with your desired Ollama model def handle_client(connection, address): try: print(f"Connection from {address}") while True: data = connection.recv(1024).decode() if not data: break print(f"Received: {data}") # Process the message with Ollama response = get_ollama_response(data) # Send the response back to the Minecraft plugin connection.sendall(response.encode()) except Exception as e: print(f"Error handling client: {e}") finally: connection.close() print(f"Connection with {address} closed") def get_ollama_response(prompt): """Sends a prompt to the Ollama API and returns the response.""" try: data = { "prompt": prompt, "model": MODEL_NAME, "stream": False # Set to True for streaming responses } response = requests.post(OLLAMA_API_URL, json=data, stream=False) response.raise_for_status() # Raise HTTPError for bad responses (4xx or 5xx) json_response = response.json() return json_response.get("response", "No response from Ollama.") except requests.exceptions.RequestException as e: print(f"Error communicating with Ollama: {e}") return "Error: Could not connect to Ollama." def start_server(): host = "localhost" port = 12345 # Same port as in the Java plugin server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) server_socket.bind((host, port)) server_socket.listen(5) # Listen for up to 5 incoming connections print(f"Listening on {host}:{port}") while True: connection, address = server_socket.accept() client_thread = threading.Thread(target=handle_client, args=(connection, address)) client_thread.start() if __name__ == "__main__": start_server() ``` * **Send Messages to Ollama:** Use the `requests` library (or similar) to send the chat message to the Ollama API. You'll need to format the message as a prompt for the model. ```python import requests import json OLLAMA_API_URL = "http://localhost:11434/api/generate" # Default Ollama API endpoint MODEL_NAME = "llama2" # Replace with your desired Ollama model def get_ollama_response(prompt): """Sends a prompt to the Ollama API and returns the response.""" try: data = { "prompt": prompt, "model": MODEL_NAME, "stream": False # Set to True for streaming responses } response = requests.post(OLLAMA_API_URL, json=data, stream=False) response.raise_for_status() # Raise HTTPError for bad responses (4xx or 5xx) json_response = response.json() return json_response.get("response", "No response from Ollama.") except requests.exceptions.RequestException as e: print(f"Error communicating with Ollama: {e}") return "Error: Could not connect to Ollama." # Example usage: user_message = "What is the capital of France?" ollama_response = get_ollama_response(user_message) print(f"Ollama's response: {ollama_response}") ``` * **Receive Responses from Ollama:** Parse the JSON response from the Ollama API to extract the generated text. * **Send Responses to the Plugin:** Send the generated text back to the Minecraft plugin using the same communication channel (e.g., TCP socket). **C. Ollama Server** * **Run Ollama:** Make sure your Ollama server is running with the desired model loaded. Follow the Ollama documentation for installation and model management. The default API endpoint is usually `http://localhost:11434/api/generate`. **4. Key Considerations and Enhancements** * **Prompt Engineering:** The quality of the Ollama response depends heavily on the prompt. Experiment with different prompts to get the desired behavior. You might include context about the game, the player, or previous interactions. For example: ```python def get_ollama_response(player_name, message): prompt = f"You are a helpful assistant in a Minecraft game. {player_name} said: {message}. Respond in a friendly and helpful way." # ... (rest of the function) ``` * **Context Management:** For more complex interactions, you'll need to maintain context across multiple turns of the conversation. This could involve storing previous messages and including them in the prompt. Consider using a simple list or a more sophisticated memory system. * **Rate Limiting:** To prevent overloading the Ollama server or the Minecraft server, implement rate limiting. Limit the number of requests sent to Ollama per player or globally. * **Error Handling:** Implement robust error handling to catch exceptions and provide informative error messages. Handle cases where the Ollama server is unavailable or returns an error. * **Security:** If you're exposing the bridge to the internet, take security precautions to prevent unauthorized access. * **Asynchronous Operations:** Use asynchronous operations (e.g., `asyncio` in Python) to avoid blocking the main thread of the Minecraft server or the bridge. This is especially important for long-running Ollama requests. * **Configuration:** Make the bridge configurable (e.g., using a configuration file) so you can easily change the Ollama API endpoint, model name, and other parameters. * **Streaming Responses:** Ollama supports streaming responses. This allows you to display the response in the Minecraft chat as it's being generated, rather than waiting for the entire response to be complete. Set `stream: True` in the Ollama API request and handle the streamed data accordingly. **Example of Streaming Responses (Python Bridge)** ```python import requests import json OLLAMA_API_URL = "http://localhost:11434/api/generate" MODEL_NAME = "llama2" def get_ollama_streaming_response(prompt, callback): """Sends a prompt to Ollama and streams the response to a callback function.""" try: data = { "prompt": prompt, "model": MODEL_NAME, "stream": True } with requests.post(OLLAMA_API_URL, json=data, stream=True) as response: response.raise_for_status() for line in response.iter_lines(): if line: decoded_line = line.decode('utf-8') try: json_data = json.loads(decoded_line) response_content = json_data.get("response") if response_content: callback(response_content) # Call the callback with each chunk except json.JSONDecodeError: print(f"Error decoding JSON: {decoded_line}") except requests.exceptions.RequestException as e: print(f"Error communicating with Ollama: {e}") callback(f"Error: Could not connect to Ollama: {e}") # Example usage (replace with your actual callback function): def process_chunk(chunk): print(f"Received chunk: {chunk}") # In your actual implementation, you would send this chunk back to the # Minecraft plugin to display it in the chat. user_message = "Tell me a story about a Minecraft adventure." get_ollama_streaming_response(user_message, process_chunk) ``` **Important Notes:** * **Replace Placeholders:** Remember to replace placeholders like `"localhost"`, `12345`, `"llama2"`, and the Ollama API URL with your actual values. * **Threading:** The examples use threads to handle concurrent connections. For more complex applications, consider using `asyncio` for better concurrency. * **Error Handling:** The error handling in the examples is basic. Implement more robust error handling in a production environment. * **Security:** Be mindful of security implications, especially if you're exposing the bridge to the internet. This detailed explanation and the code snippets should give you a solid foundation for implementing interaction between a Minecraft server and an Ollama model. Remember to adapt the code to your specific needs and experiment with different prompts and configurations to achieve the desired behavior. Good luck!

mcp_server_local_files

mcp_server_local_files

Local File System MCP Server

GooseTeam

GooseTeam

Look, a flock of geese! An MCP server and protocol for Goose agent collaboration.

generator-mcp

generator-mcp

Yeoman Generator to quickly create a new MCP Server

Initial thoughts

Initial thoughts

Okay, here's a breakdown of how to convert OpenAPI specifications to MCP (presumably, you mean Media Control Platform) server-ready tools, along with considerations and potential approaches. Since "MCP server" is a broad term, I'll make some assumptions and provide general guidance. You'll need to adapt this to your specific MCP server environment. **Understanding the Goal** The core idea is to use your OpenAPI specification (which describes your API) to automatically generate or configure tools that your MCP server can use to interact with that API. This could involve: * **Generating Client Libraries:** Creating code (in a language your MCP server uses, like Python, Java, Go, etc.) that makes it easy to call the API described by the OpenAPI spec. * **Generating Configuration Files:** Creating configuration files (e.g., YAML, JSON) that tell your MCP server how to connect to the API, what endpoints are available, and how to handle authentication. * **Generating API Gateways/Proxies:** Setting up an API gateway (like Kong, Tyk, or even a custom solution) that sits in front of your API and handles things like authentication, rate limiting, and request routing, based on the OpenAPI spec. * **Generating Documentation:** Creating human-readable documentation for the API. **General Workflow** 1. **Obtain the OpenAPI Specification:** Make sure you have a valid OpenAPI specification file (usually in YAML or JSON format). This is the foundation of the entire process. 2. **Choose the Right Tools:** Select tools that can consume OpenAPI specifications and generate the desired output (client libraries, configuration files, etc.). I'll list some popular options below. 3. **Configure the Tools:** Configure the chosen tools to generate the output in the format that your MCP server expects. This might involve specifying the target language, the output directory, and any custom templates. 4. **Integrate with Your MCP Server:** Integrate the generated output (client libraries, configuration files, etc.) into your MCP server's codebase or configuration. 5. **Test Thoroughly:** Test the integration to ensure that your MCP server can successfully interact with the API using the generated tools. **Tools and Techniques** Here are some popular tools and techniques for converting OpenAPI specifications: * **OpenAPI Generator (Recommended):** * **Description:** A powerful and versatile tool that can generate client libraries, server stubs, and documentation in a wide variety of languages and frameworks. * **Languages Supported:** Java, Python, Go, JavaScript, TypeScript, C#, PHP, Ruby, and many more. * **How to Use:** ```bash # Example: Generate a Python client library openapi-generator generate -i your_openapi_spec.yaml -g python -o output_directory ``` * **Pros:** Highly configurable, supports many languages, actively maintained. * **Cons:** Can be complex to configure for advanced use cases. * **Swagger Codegen (Older, but still usable):** * **Description:** The predecessor to OpenAPI Generator. Still works, but OpenAPI Generator is generally preferred. * **How to Use:** Similar to OpenAPI Generator. * **Swagger UI:** * **Description:** A tool for rendering interactive API documentation from an OpenAPI specification. Useful for exploring the API and testing endpoints. * **How to Use:** Serve the Swagger UI files along with your OpenAPI specification. * **Stoplight Studio:** * **Description:** A visual editor for creating and editing OpenAPI specifications. Also includes tools for generating documentation and mocking APIs. * **Pros:** User-friendly interface, good for collaborative development. * **Cons:** May not be as flexible as command-line tools for automated generation. * **Postman:** * **Description:** A popular API client that can import OpenAPI specifications and generate collections of API requests. Useful for testing and debugging. * **How to Use:** Import your OpenAPI specification into Postman and generate a collection. * **Custom Scripting:** * **Description:** If the existing tools don't meet your specific needs, you can write your own scripts (e.g., in Python, Node.js) to parse the OpenAPI specification and generate the desired output. * **Pros:** Maximum flexibility. * **Cons:** Requires more development effort. **Example Scenario (Python MCP Server)** Let's say your MCP server is written in Python, and you want to generate a Python client library from your OpenAPI specification. 1. **Install OpenAPI Generator:** ```bash # You'll need Java installed brew install openapi-generator # (on macOS) # or apt-get install openapi-generator # (on Debian/Ubuntu) ``` 2. **Generate the Python Client:** ```bash openapi-generator generate -i your_openapi_spec.yaml -g python -o python_client ``` 3. **Integrate into Your MCP Server:** * The `python_client` directory will contain the generated Python client library. * Copy this directory into your MCP server's project. * Install any dependencies listed in the `requirements.txt` file (if there is one): ```bash pip install -r python_client/requirements.txt ``` * Import the generated client classes into your MCP server's code and use them to call the API. **Example: Generating Configuration for an API Gateway (Kong)** If you're using Kong as an API gateway, you can use the OpenAPI specification to configure Kong routes, services, and plugins. 1. **Use `kong-declarative-config` (or similar):** Kong supports declarative configuration, where you define the desired state of Kong in a YAML or JSON file. You can use a tool or script to generate this configuration file from your OpenAPI specification. 2. **Example (Conceptual):** ```python # Python script (very simplified example) import yaml import json def generate_kong_config(openapi_spec_file): with open(openapi_spec_file, 'r') as f: openapi_data = yaml.safe_load(f) # or json.load(f) kong_config = { "services": [], "routes": [] } for path, path_data in openapi_data['paths'].items(): for method, operation in path_data.items(): service_name = operation.get('x-kong-service', 'default-service') # Custom extension for service name route_name = operation.get('operationId', f"{method}-{path}") # Add service if it doesn't exist if not any(s['name'] == service_name for s in kong_config['services']): kong_config['services'].append({ "name": service_name, "url": openapi_data['servers'][0]['url'] # Or configure differently }) kong_config['routes'].append({ "name": route_name, "service": {"name": service_name}, "paths": [path], "methods": [method.upper()] }) return kong_config if __name__ == "__main__": kong_config = generate_kong_config("your_openapi_spec.yaml") with open("kong.yaml", "w") as outfile: yaml.dump(kong_config, outfile, indent=2) print("Kong configuration generated in kong.yaml") ``` 3. **Apply the Configuration to Kong:** Use Kong's Admin API or `kong-declarative-config` to apply the generated configuration to your Kong instance. **Important Considerations** * **Custom Extensions:** You can use custom extensions in your OpenAPI specification (using the `x-` prefix) to provide additional information that is specific to your MCP server or API gateway. For example, you might use `x-kong-plugin` to specify which Kong plugins should be applied to a particular route. * **Authentication:** Make sure to handle authentication correctly. Your OpenAPI specification should describe the authentication methods used by your API (e.g., API keys, OAuth 2.0). The generated tools should be configured to handle authentication appropriately. * **Error Handling:** Consider how errors will be handled. The generated client libraries should provide mechanisms for handling API errors. * **Versioning:** If your API has multiple versions, you'll need to manage the OpenAPI specifications for each version and generate tools accordingly. * **Testing:** Thoroughly test the generated tools to ensure that they work correctly and that your MCP server can successfully interact with the API. * **Idempotency:** If your API requires idempotent requests, ensure that the generated client libraries or your MCP server code handles idempotency correctly. **In summary, the best approach depends on your specific MCP server environment, the languages you're using, and the level of automation you need. OpenAPI Generator is a good starting point for generating client libraries. For API gateways, you may need to write custom scripts to generate configuration files based on your OpenAPI specification.** Remember to replace placeholders like `your_openapi_spec.yaml`, `output_directory`, and `python_client` with your actual file names and directory paths. Good luck!

Financial Analysis MCP Server

Financial Analysis MCP Server

Gương của

Ghost MCP Server

Ghost MCP Server

Mirror of

Weather MCP Server

Weather MCP Server

Okay, here's a sample implementation concept for an MCP (Minecraft Protocol) server that fetches weather forecasts. This is a high-level outline and would require significant coding to implement fully. It focuses on the *idea* of how you might integrate weather data into a Minecraft server using a custom plugin and protocol extension. **Conceptual Overview** 1. **Minecraft Server Plugin (e.g., Spigot, Paper):** This is the core of the integration. It handles: * Listening for custom MCP packets. * Interacting with a weather API. * Sending weather data back to the client. * Potentially modifying the in-game weather based on the forecast. 2. **Weather API:** A service that provides weather data. Examples include: * OpenWeatherMap (requires API key) * WeatherAPI.com (requires API key) * AccuWeather (requires API key) * (Many others) 3. **Custom MCP Packets:** These are the messages exchanged between the client and server. You'll need to define: * **Request Packet (Client -> Server):** Asks for a weather forecast for a specific location (e.g., coordinates, city name). * **Response Packet (Server -> Client):** Contains the weather forecast data (temperature, conditions, wind speed, etc.). 4. **Client-Side Mod (Minecraft Mod):** This mod: * Sends the weather request packet to the server. * Receives the weather response packet. * Displays the weather information to the player (e.g., in a GUI, chat message, or HUD element). **Simplified Code Examples (Conceptual - Requires Adaptation)** **A. Minecraft Server Plugin (Java - Spigot/Paper)** ```java import org.bukkit.plugin.java.JavaPlugin; import org.bukkit.event.Listener; import org.bukkit.event.EventHandler; import org.bukkit.event.player.PlayerJoinEvent; import org.bukkit.entity.Player; import java.io.IOException; import java.net.URI; import java.net.http.HttpClient; import java.net.http.HttpRequest; import java.net.http.HttpResponse; import com.google.gson.Gson; import com.google.gson.JsonObject; public class WeatherPlugin extends JavaPlugin implements Listener { private final String WEATHER_API_KEY = "YOUR_API_KEY"; // Replace with your actual API key private final String WEATHER_API_URL = "https://api.openweathermap.org/data/2.5/weather?lat=%s&lon=%s&appid=" + WEATHER_API_KEY + "&units=metric"; // Example OpenWeatherMap URL @Override public void onEnable() { getLogger().info("WeatherPlugin has been enabled!"); getServer().getPluginManager().registerEvents(this, this); // Register custom packet listener (implementation not shown here - complex) } @Override public void onDisable() { getLogger().info("WeatherPlugin has been disabled!"); } @EventHandler public void onPlayerJoin(PlayerJoinEvent event) { Player player = event.getPlayer(); // Example: Get weather on player join (replace with packet handling) getServer().getScheduler().runTaskAsynchronously(this, () -> { try { String weatherData = getWeatherData(player.getLocation().getLatitude(), player.getLocation().getLongitude()); if (weatherData != null) { // Parse weather data (using Gson or similar) Gson gson = new Gson(); JsonObject jsonObject = gson.fromJson(weatherData, JsonObject.class); String description = jsonObject.getAsJsonArray("weather").get(0).getAsJsonObject().get("description").getAsString(); double temperature = jsonObject.getAsJsonObject("main").get("temp").getAsDouble(); player.sendMessage("Weather: " + description + ", Temperature: " + temperature + "°C"); // Send custom packet to client (implementation not shown here) // sendWeatherPacket(player, description, temperature); } else { player.sendMessage("Failed to retrieve weather data."); } } catch (IOException | InterruptedException e) { getLogger().severe("Error fetching weather data: " + e.getMessage()); player.sendMessage("Error retrieving weather data."); } }); } private String getWeatherData(double latitude, double longitude) throws IOException, InterruptedException { String url = String.format(WEATHER_API_URL, latitude, longitude); HttpClient client = HttpClient.newHttpClient(); HttpRequest request = HttpRequest.newBuilder() .uri(URI.create(url)) .build(); HttpResponse<String> response = client.send(request, HttpResponse.BodyHandlers.ofString()); if (response.statusCode() == 200) { return response.body(); } else { getLogger().warning("Weather API request failed with status code: " + response.statusCode()); return null; } } // (Implementation for sending custom MCP packets is not included here - very complex) // private void sendWeatherPacket(Player player, String description, double temperature) { ... } } ``` **B. Client-Side Mod (Java - Forge/Fabric)** ```java // Example using Forge (adapt for Fabric if needed) import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.common.network.FMLNetworkEvent; import net.minecraftforge.fml.common.network.simpleimpl.SimpleNetworkWrapper; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.common.network.NetworkRegistry; import net.minecraftforge.fml.common.network.simpleimpl.IMessage; import net.minecraftforge.fml.common.network.simpleimpl.IMessageHandler; import net.minecraftforge.fml.common.network.simpleimpl.MessageContext; import net.minecraft.client.Minecraft; import net.minecraft.util.text.TextComponentString; import io.netty.buffer.ByteBuf; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; @Mod(modid = "weathermod", name = "Weather Mod", version = "1.0") public class WeatherMod { @Mod.Instance("weathermod") public static WeatherMod instance; public static SimpleNetworkWrapper network; @Mod.EventHandler public void preInit(FMLPreInitializationEvent event) { network = NetworkRegistry.INSTANCE.newSimpleChannel("weathermod"); network.registerMessage(WeatherMessageHandler.class, WeatherMessage.class, 0, Side.CLIENT); } @Mod.EventHandler public void init(FMLInitializationEvent event) { // Register event handler for network events (e.g., connection) NetworkRegistry.INSTANCE.registerGuiHandler("weathermod", new GuiProxy()); } // Example: Send a weather request when the client connects (replace with a more appropriate trigger) @SubscribeEvent public void onClientConnectedToServer(FMLNetworkEvent.ClientConnectedToServerEvent event) { // Send a request packet to the server (implementation not shown here) // network.sendToServer(new WeatherRequestMessage()); // Example } // Inner class for the Weather Message public static class WeatherMessage implements IMessage { public String description; public double temperature; public WeatherMessage() {} // Required empty constructor public WeatherMessage(String description, double temperature) { this.description = description; this.temperature = temperature; } @Override public void fromBytes(ByteBuf buf) { description = io.netty.util.CharsetUtil.UTF_8.decode(buf.readBytes(buf.readInt())).toString(); temperature = buf.readDouble(); } @Override public void toBytes(ByteBuf buf) { byte[] stringBytes = description.getBytes(io.netty.util.CharsetUtil.UTF_8); buf.writeInt(stringBytes.length); buf.writeBytes(stringBytes); buf.writeDouble(temperature); } } // Inner class for the Weather Message Handler public static class WeatherMessageHandler implements IMessageHandler<WeatherMessage, IMessage> { @Override public IMessage onMessage(WeatherMessage message, MessageContext ctx) { Minecraft.getMinecraft().addScheduledTask(() -> { Minecraft.getMinecraft().player.sendMessage(new TextComponentString("Weather: " + message.description + ", Temperature: " + message.temperature + "°C")); }); return null; } } // Example GuiProxy (needed for Forge networking) public static class GuiProxy implements net.minecraftforge.fml.common.network.IGuiHandler { @Override public Object getServerGuiElement(int ID, net.minecraft.entity.player.EntityPlayer player, net.minecraft.world.World world, int x, int y, int z) { return null; } @Override public Object getClientGuiElement(int ID, net.minecraft.entity.player.EntityPlayer player, net.minecraft.world.World world, int x, int y, int z) { return null; } } } ``` **C. MCP Packet Definitions (Conceptual)** * **WeatherRequestPacket:** * Data: Latitude, Longitude (or City Name String) * **WeatherResponsePacket:** * Data: Description (String), Temperature (Double), Wind Speed (Double), etc. (Whatever data you want to display) **Important Considerations and Challenges:** * **MCP Protocol Complexity:** Directly manipulating the Minecraft protocol is *very* complex. You'll need to understand packet structures, IDs, and how to inject custom packets. Libraries like `PacketLib` (for Spigot) can help, but it's still advanced. The example above uses Forge's built-in networking, which is much easier. * **API Keys:** Weather APIs typically require API keys. Handle these securely (don't hardcode them in your mod/plugin). Consider using a configuration file. * **Error Handling:** Network requests can fail. Handle errors gracefully and provide informative messages to the player. * **Rate Limiting:** Weather APIs often have rate limits (how many requests you can make per time period). Avoid exceeding these limits, or your API key may be blocked. Implement caching to reduce the number of API calls. * **Data Parsing:** Weather APIs return data in JSON or XML format. Use a library like Gson (Java) to parse the data. * **Threading:** Network requests should be done asynchronously (in a separate thread) to avoid blocking the main Minecraft server thread. The example uses `getServer().getScheduler().runTaskAsynchronously()`. * **Security:** Be careful about what data you send and receive. Validate data to prevent exploits. * **Cross-Version Compatibility:** Minecraft's protocol changes between versions. Your mod/plugin may need to be updated for each new version. Forge and Fabric provide abstraction layers to help with this, but it's still a concern. * **Location:** How do you determine the player's location for the weather forecast? Using coordinates is accurate, but city names might be more user-friendly. Consider allowing the player to configure their location. * **Display:** How will you display the weather information to the player? Chat messages are simple, but a GUI or HUD element might be more immersive. **Steps to Implement (Rough Outline):** 1. **Set up a Development Environment:** Install the Minecraft server (Spigot/Paper) and a modding framework (Forge/Fabric). 2. **Choose a Weather API:** Sign up for an API key. 3. **Create the Server Plugin:** * Implement the plugin's core logic (as shown in the example). * Implement the custom packet handling (the most complex part). * Test the plugin. 4. **Create the Client-Side Mod:** * Implement the mod's core logic. * Implement the packet sending and receiving. * Implement the weather display. * Test the mod. 5. **Test and Debug:** Thoroughly test the integration to ensure it works correctly and handles errors gracefully. **In summary, this is a complex project that requires a good understanding of Minecraft modding, networking, and APIs. Start with a simple implementation and gradually add features.** The provided code is a starting point and needs significant work to be functional. Good luck! Now, I'll translate the above response to Vietnamese.

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